| sunblaze31 |
I plan on taking the Dodo as a familiar despite it's horrible stats. Simple because it is waaaay cool.
It's main problem is its slow speed so I am asking is it possible to let a Dodo wear boots of striding & springing?
I mean it is a small magical beast (as a familiar) and there is plenty of equipment for small races. Even those that don't have regular feet for shoes like merfolk or lizardfolk, kobolds etc..
What about magical equipment in general? I do know about stuff like wands that needs activation but "passive" equipment?
Thanks a lot.
| Letric |
I plan on taking the Dodo as a familiar despite it's horrible stats. Simple because it is waaaay cool.
It's main problem is its slow speed so I am asking is it possible to let a Dodo wear boots of striding & springing?
I mean it is a small magical beast (as a familiar) and there is plenty of equipment for small races. Even those that don't have regular feet for shoes like merfolk or lizardfolk, kobolds etc..
What about magical equipment in general? I do know about stuff like wands that needs activation but "passive" equipment?
Thanks a lot.
DM decision.
There is though:http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/horse shoes-of-speed
Aura faint transmutation; CL 3rd
Slot feet; Price 3,000 gp; Weight 12 lbs.
DESCRIPTION
When affixed to an animal’s hooves, these iron horseshoes increase the animal’s base land speed by 30 feet; this counts as an enhancement bonus. As with other effects that increase speed, jumping distances increase proportionally. All four shoes must be worn by the same animal for the magic to be effective.
| Wonderstell |
Nice FAQ
So, the Dodo does only have Barding and the Neck slot, unless it takes the "Extra Item Slot" feat. In which case it can choose between the available slots from the Magic Item Slots for Animals Table.
Edit: and the Dodo is arguable one of the best familiars there is! According to the previously linked table, it can Grasp/Carry things (like reach weapons), and threaten 10ft since it is small. And that +4 initiative is pretty neat.
James Risner
Owner - D20 Hobbies
|
So, the Dodo does only have Barding and the Neck slot, unless it takes the "Extra Item Slot" feat. In which case it can choose between the available slots from the Magic Item Slots for Animals Table.
it can Grasp/Carry things (like reach weapons), and threaten 10ft since it is small.
Yes
No, it can't use any weapons at all.
| Wonderstell |
Interesting, i didnt know Familiars themselves could get feats. I had never seen the special text allowing it as something akin to an alternate racial trait for familiars.
When you get your familiar, you can choose to switch out its existing feat with one of the five feats made for animal companions and familiars. Extra Item Slot is one of these feats.
| Wonderstell |
Wonderstell wrote:So, the Dodo does only have Barding and the Neck slot, unless it takes the "Extra Item Slot" feat. In which case it can choose between the available slots from the Magic Item Slots for Animals Table.
it can Grasp/Carry things (like reach weapons), and threaten 10ft since it is small.
Yes
No, it can't use any weapons at all.
"No" as in "that's ridiculous", or "No" as in "there is a rule which circumvents the Item Slots for Animals paragraph"?
(Not sarcasm)The following table presents all of the animal companions and familiars available to characters, divided into general categories that loosely define their body type as well as which magic item slots are available to them. Available slots followed by either “(saddle)” or “(horseshoes)” denote that creatures of that body type can only wear magic items in the appropriate slots as long as they are either saddles or horseshoes, respectively (for instance, a hoofed quadruped can wear a saddle of the sky-river, but not a belt of dwarvenkind).
Some creature body types are able to grasp and carry one object at a time in their paws, claws, or hands, including weapons, rods, wands, and staves, though they may not be able to use such items effectively (GM's discretion) and take penalties for nonproficiency as usual. These are indicated by "Yes" in the "Grasp/Carry" column in the table below.
Specific animals may be able to wear different types of items as specified in their original monster entry.
If you are using animal companions or familiars from another source, you can use the information in this table as a guideline for those creatures. Additionally, GMs may use this table as a guide to determine what kinds of magical gear non-humanoid monsters can wear and use. Note that the rules in this section are merely suggestions, and ultimately it is up to the GM to decide what kinds of animals can use particular types of magic items.
| Wonderstell |
Wonderstell wrote:"No" as in "there is a rule which circumvents the Item Slots for Animals paragraph"?Quote:Animal companions of any type may not use manufactured weapons.
Well, Animal Companions aren't Familiars, with the main difference being their different levels of intelligence. So that Animal Companions can't wield weapons doesn't surprise me.
*****
Back to the real topic.
The different item slots available to your Dodo (with the Extra Item Slot feat) would be Barding, Neck and one of the following.
Armor, belt, chest, eyes, headband, neck, ring, wrist
If there isn't an item in those slots, or an unslotted item which would be of use, then magic items won't help you. This is a problem, since we would normally find such an item in the Feet slot.
Unslotted items are probably your best bet, with Horse Shoes of Speed almost being exactly what you need. (Your Dodo would need 2 more feet for that one)
| Wonderstell |
Agile Alpenstock (+5 Enhancement Bonus, 2000 gp, Unslotted)
As the Dodo can Grasp/Carry, this would work.
James Risner
Owner - D20 Hobbies
|
Horseshoes are going to be table variance on whether or not they work without hooves.
Where I got that rules like referred to animal companions, familiars, and mounts as AC and just said AC for the rest. So in this case, yes AC are Familiars. Please read the FAQ before continuing to deviate from it.
| Wonderstell |
I'm sorry, it was not my intention to deviate from the FAQ, but I can't find what you are referring to.
Animal companions are also limited by their individual anatomies. In Pathfinder Society Organized Play, animal companions always have access to barding and neck-slot items so long as they have the anatomy. For example, a horse and pig can always have access to barding and neck-slot items. A snake does not have access to either. However, an item called out to be used by a specific animal is usable by that animal regardless of slot.
Additionally, animal companions have access to magical item slots, in addition to barding and neck, as listed on the inside front cover of the Animal Archive so long as they select the Extra Item Slot feat. The Animal Magic Item Slots table found in Animal Archive is not a legal except under the following conditions. First, an animal companion, familiar, or bonded mount, may choose one slot listed under its body type when taking the Extra Item Slot feat (this feat may be taken multiple times, each time selecting a different available magic item slot based on the creature’s anatomy). Second, access to specific magic item slots may be granted at a later date by another legal source. If you do not own a copy of the Animal Archive, your animal companion may only use barding and neck-slot items.
An animal or familiar has to have an intelligence of 3+ to activate an ioun stone. If the animal or familiar has less than a 3 intelligence, they may not activate an ioun stone.
The brownie, faerie dragon, imp, lyrakien azata, mephit, quasit, sprite familiars, granted by the Improved Familiar feat, use the Biped (hands) section of the chart. The carbuncle and voidworm protean, familiars granted by the Improved Familiar feat, uses the Serpentine section of the chart. If you do not own a copy of the Animal Archive, your animal companion may only use barding and neck-slot items.
This was the one you linked to, but you might have made a mistake about magic item slots. There is no "Weapon Slot", so this paragraph is not relevant to the question whether a familiar can use a weapon or not.
James Risner
Owner - D20 Hobbies
|
Quote:It is intended that animal companions or familiars can not activate magic items. An animal companion could benefit from an item with a continuous magical effect like an amulet of natural armor if its master equipped the item for the animal companion. Animal companions of any type may not use manufactured weapons.
Animal companions and familiars can't use manufactured weapons.
| sunblaze31 |
^but that literally just means that familiars can use then! (provided they have hands) Only AC's are excluded from manufactored weapons.
That aside thanks for the agile alpenstock link. Too bad it is only 5ft but better then nothing. BTW. since the Dodo is a decoy-archtype anyway: A singing Dodo with a walking stick sure sounds ridiculous enough to please me. :P
| Wonderstell |
Okay, first of all:
Wow.
I must have read that at least 4 times, and even quoted it. I'm amazed I didn't notice that sentence. I guess it is because it said "animal companion" that I didn't place any thought on it.
While someone might argue that they would have mentioned familiars in that sentence if they meant to include familiars, I share your opinion that they are referring to mounts, familiars and animal companions.
*****
Back to the topic.
Agile Alpenstock in PFS play, Horseshoes in a homegame. I think that's it? (within a reasonable price range)
James Risner
Owner - D20 Hobbies
|
I share your opinion that they are referring to mounts, familiars and animal companions.
Yea it's a word count thing and also makes it easier to read.
They have also explain the stacking rules that start with "Spells and Magical Effects" are not limited to spells despite the entire section only saying spells past the first sentence. They also use the same rules to block non-magical effects from stacking. So yea. Word count is a thing.
| Jack Mann |
I dunno, I'd argue that an animal companion's inability to use manufactured weapons has more to do with the fact that they normally have Int 2. Familiars start at 6 and only go up from there.
As well, once you get into improved familiars, some of those normally attack with a manufactured weapon. Arbiter inevitables, for example. It doesn't make much sense for them to suddenly cease using their weapons once they become familiars.
Of course, there's another issue. The weapons rules specify that light and one-handed weapons are wielded in one hand, and two-handed weapons in two hands. A dodo has none. Unless the weapon specifies it can be used without hands (like the barbazu beard), the dodo's going to have a tough time.
| Jack Mann |
Jack Mann, if they didn't innately use manufactured weapons, they still won't with Higher intelligence. If they were born with tool use, they don't lose it.
If we were to apply the rule from Animal Companions to Familiars, then they would, at least for manufactured weapons. It's a flat "may not use."
Now, they won't innately have proficiency, I agree. But I don't see a justification in the rules for why a monkey Familiar, say, couldn't wield a tiny dagger at -4, or why an imp (which, as an outsider, is proficient with all martial weapons) couldn't wield the same without penalty.